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Reading a player card

Five characteristics, a list of skills and a price. Here is what each part tells you.

MA · Movement Allowance The number of squares the player may move when activated. Extra squares need a Rush roll.

ST · Strength Compared with the opponent's Strength (plus assists) to decide how many block dice are rolled and who picks the result. Higher is better.

AG · Agility The D6 target for dodging, picking up, catching, leaping and similar tests. Lower is better.

PA · Passing Ability The D6 target for throwing the ball (or a team-mate). Lower is better. A dash means the player cannot attempt it.

AV · Armour Value When the player is knocked down the opposing coach rolls 2D6. A total equal to or above this breaks the armour and an injury roll follows. Higher is better.

GP The player's current value in gold pieces. It rises with every advancement.

Next: what the G, A, S, P, M and D letters mean.

Print this as a reference card